This commit is contained in:
Horoli 2025-12-16 02:13:31 +09:00
parent c029cd1e10
commit f5a7eb2db9
19 changed files with 378 additions and 87 deletions

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@ -206,7 +206,7 @@
"id": "pot_lid",
"name": "Pot Lid",
"description": "It was used for cooking.",
"baseArmor": 1,
"baseArmor": 2,
"slot": "shield",
"price": 10,
"image": "assets/images/items/pot_lid.png",

View File

@ -7,7 +7,7 @@
"baseAtk": 5,
"baseDefense": 5,
"baseDodge": 2,
"image": "assets/images/players/warrior.png"
"image": "assets/images/character/warrior.png"
},
{
"id": "rogue",

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@ -13,5 +13,5 @@ class ItemConfig {
};
// Loot Generation
static const double magicPrefixChance = 0.5; // 50%
static const double magicPrefixChance = 1.0; // 100%
}

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@ -105,4 +105,13 @@ class ThemeConfig {
static const Color riskSafe = Colors.green;
static const Color riskNormal = Colors.blue;
static const Color riskRisky = Colors.red;
// Character Status Card
static const double characterIconSize = 60.0;
static const double playerImageSize = 200.0;
static const double enemyImageSize = 200.0;
static const Color playerImageBgColor = Colors.lightBlue;
static const double statusEffectFontSize = 10.0;
static const double intentFontSize = 12.0;
static const double intentIconSize = 16.0;
}

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@ -44,6 +44,7 @@ class PlayerTemplate {
baseDefense: baseDefense,
baseDodge: baseDodge, // Use template value
armor: 0,
image: image, // Pass image path
);
}
}

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@ -90,6 +90,15 @@ class BattleProvider with ChangeNotifier {
turnCount = data['turnCount'];
player = Character.fromJson(data['player']);
// [Fix] Update player image path from latest data (in case of legacy save data)
// This ensures that even if the save file has an old path, the UI uses the correct asset.
if (player.name == "Warrior") {
final template = PlayerTable.get("warrior");
if (template != null && template.image != null) {
player.image = template.image;
}
}
_logManager.clear();
_addLog("Game Loaded! Resuming Stage $stage");
@ -513,8 +522,7 @@ class BattleProvider with ChangeNotifier {
}
// Process Start-of-Turn Effects
final result = CombatCalculator.processStartTurnEffects(enemy);
bool canAct = !result['isStunned'];
bool canAct = _processStartTurnEffects(enemy);
if (enemy.isDead) {
_onVictory();
@ -1074,7 +1082,7 @@ class BattleProvider with ChangeNotifier {
}
// Try applying status effects
_tryApplyStatusEffects(attacker, target);
_tryApplyStatusEffects(attacker, target, damageToHp);
// If target is enemy, update intent to reflect potential status changes (e.g. Disarmed)
if (target == enemy) {
@ -1105,13 +1113,18 @@ class BattleProvider with ChangeNotifier {
}
/// Tries to applyStatus effects from attacker's equipment to the target.
void _tryApplyStatusEffects(Character attacker, Character target) {
void _tryApplyStatusEffects(Character attacker, Character target, int damageToHp) {
List<StatusEffect> effectsToApply = CombatCalculator.getAppliedEffects(
attacker,
random: _random, // Pass injected random
);
for (var effect in effectsToApply) {
// Logic: Bleed requires HP damage (penetrating armor)
if (effect.type == StatusEffectType.bleed && damageToHp <= 0) {
continue;
}
target.addStatusEffect(effect);
_addLog("Applied ${effect.type.name} to ${target.name}!");
}

View File

@ -4,3 +4,4 @@ export 'screens/inventory_screen.dart';
export 'screens/main_menu_screen.dart';
export 'screens/main_wrapper.dart';
export 'screens/settings_screen.dart';
export 'screens/story_screen.dart';

View File

@ -11,6 +11,8 @@ import '../utils.dart';
import 'main_menu_screen.dart';
import '../game/config.dart';
enum AnimationPhase { none, start, middle, end }
class BattleScreen extends StatefulWidget {
const BattleScreen({super.key});
@ -42,6 +44,22 @@ class _BattleScreenState extends State<BattleScreen> {
// New State for Interactive Defense Animation
int _lastTurnCount = -1;
bool _hasShownEnemyDefense = false;
AnimationPhase _playerAnimPhase = AnimationPhase.none;
String? _getOverrideImage(bool isPlayer) {
if (!isPlayer)
return null; // Enemy animation image logic can be added later
if (_playerAnimPhase == AnimationPhase.start) {
return "assets/images/character/warrior_attack_1.png";
} else if (_playerAnimPhase == AnimationPhase.middle) {
return null; // Middle phase now uses default image or another image
} else if (_playerAnimPhase == AnimationPhase.end) {
return "assets/images/character/warrior_attack_2.png";
}
return null;
}
@override
void initState() {
@ -348,14 +366,18 @@ class _BattleScreenState extends State<BattleScreen> {
: event.risk;
_playerAnimKey.currentState
?.animateAttack(offset, () {
?.animateAttack(
offset,
() {
showEffect();
context.read<BattleProvider>().handleImpact(event);
if (event.risk == RiskLevel.risky && event.feedbackType == null) {
if (event.risk == RiskLevel.risky &&
event.feedbackType == null) {
_shakeKey.currentState?.shake();
RenderBox? stackBox =
_stackKey.currentContext?.findRenderObject() as RenderBox?;
_stackKey.currentContext?.findRenderObject()
as RenderBox?;
if (stackBox != null) {
Offset localEnemyPos = stackBox.globalToLocal(enemyPos);
localEnemyPos += Offset(
@ -365,11 +387,29 @@ class _BattleScreenState extends State<BattleScreen> {
_explosionKey.currentState?.explode(localEnemyPos);
}
}
}, animRisk)
},
animRisk,
onAnimationStart: () {
if (mounted) {
setState(() => _playerAnimPhase = AnimationPhase.start);
}
},
onAnimationMiddle: () {
if (mounted) {
setState(() => _playerAnimPhase = AnimationPhase.middle);
}
},
onAnimationEnd: () {
if (mounted) {
setState(() => _playerAnimPhase = AnimationPhase.end);
}
},
)
.then((_) {
if (mounted) {
setState(() {
_isPlayerAttacking = false;
_playerAnimPhase = AnimationPhase.none;
});
}
});
@ -685,6 +725,7 @@ class _BattleScreenState extends State<BattleScreen> {
key: _playerKey,
animationKey: _playerAnimKey,
hideStats: _isPlayerAttacking,
overrideImage: _getOverrideImage(true),
),
),
// Enemy (Top Right) - Rendered Last (On Top)

View File

@ -2,7 +2,7 @@ import 'package:flutter/material.dart';
import 'package:provider/provider.dart';
import '../providers.dart';
import '../game/data.dart';
import 'main_wrapper.dart';
import 'story_screen.dart';
import '../widgets.dart';
import '../game/config.dart';
@ -37,12 +37,12 @@ class CharacterSelectionScreen extends StatelessWidget {
// Initialize Game
context.read<BattleProvider>().initializeBattle();
// Navigate to Game Screen (MainWrapper)
// Navigate to Story Screen first
// Using pushReplacement to prevent going back to selection
Navigator.pushAndRemoveUntil(
context,
MaterialPageRoute(
builder: (context) => const MainWrapper(),
builder: (context) => const StoryScreen(),
),
(route) => false,
);

View File

@ -0,0 +1,167 @@
import 'package:flutter/material.dart';
import 'main_wrapper.dart';
import '../widgets.dart';
import '../game/config.dart';
class StoryScreen extends StatefulWidget {
const StoryScreen({super.key});
@override
State<StoryScreen> createState() => _StoryScreenState();
}
class _StoryScreenState extends State<StoryScreen> {
final PageController _pageController = PageController();
int _currentPage = 0;
final int _totalPages = 3;
@override
void dispose() {
_pageController.dispose();
super.dispose();
}
void _onSkip() {
Navigator.of(context).pushAndRemoveUntil(
MaterialPageRoute(builder: (context) => const MainWrapper()),
(route) => false,
);
}
void _onNext() {
if (_currentPage < _totalPages - 1) {
_pageController.nextPage(
duration: const Duration(milliseconds: 300),
curve: Curves.easeInOut,
);
} else {
_onSkip(); // Start Game
}
}
@override
Widget build(BuildContext context) {
return Scaffold(
backgroundColor: Colors.black, // Dark background for story
body: Center(
child: ResponsiveContainer(
child: SafeArea(
child: Stack(
children: [
// 1. PageView for Story Content
PageView(
controller: _pageController,
physics:
const NeverScrollableScrollPhysics(), // Disable swipe
onPageChanged: (index) {
setState(() {
_currentPage = index;
});
},
children: [
_buildStoryPage(1),
_buildStoryPage(2),
_buildStoryPage(3),
],
),
// 2. Skip Button (Top Right)
Positioned(
top: 16,
right: 16,
child: TextButton(
onPressed: _onSkip,
child: const Text(
"SKIP",
style: TextStyle(
color: ThemeConfig.textColorGrey, // Reverted to Grey
fontSize:
ThemeConfig.fontSizeMedium, // Reverted to Medium
fontWeight: FontWeight.bold,
),
),
),
),
// 3. Next/Start Button (Bottom Center or Right)
Positioned(
bottom: 32,
left: 16,
right: 16,
child: Center(
child: SizedBox(
width: 200,
child: ElevatedButton(
style: ElevatedButton.styleFrom(
backgroundColor: ThemeConfig.btnActionActive,
padding: const EdgeInsets.symmetric(vertical: 16),
),
onPressed: _onNext,
child: Text(
_currentPage == _totalPages - 1
? "START BATTLE"
: "NEXT",
style: const TextStyle(
color: ThemeConfig.textColorWhite,
fontSize: ThemeConfig.fontSizeHeader,
fontWeight: FontWeight.bold,
),
),
),
),
),
),
],
),
),
),
),
);
}
Widget _buildStoryPage(int pageIndex) {
return Container(
color: Colors.black,
child: Center(
child: Column(
mainAxisAlignment: MainAxisAlignment.center,
children: [
// Placeholder for Image
Container(
width: 300,
height: 300,
decoration: BoxDecoration(
color: Colors.grey[800],
border: Border.all(color: ThemeConfig.textColorGrey),
),
child: Center(
child: Icon(Icons.image, size: 64, color: Colors.grey[600]),
),
),
const SizedBox(height: 32),
Text(
"Story Image $pageIndex",
style: const TextStyle(
color: ThemeConfig.textColorWhite,
fontSize: ThemeConfig.fontSizeHeader,
fontWeight: FontWeight.bold,
),
),
const SizedBox(height: 16),
Padding(
padding: const EdgeInsets.symmetric(horizontal: 32.0),
child: Text(
"This is the placeholder text for the story part $pageIndex. Describe the lore or setting here.",
textAlign: TextAlign.center,
style: const TextStyle(
color: ThemeConfig.textColorGrey,
fontSize: ThemeConfig.fontSizeMedium,
),
),
),
],
),
),
);
}
}

View File

@ -53,8 +53,13 @@ class BattleAnimationWidgetState extends State<BattleAnimationWidget>
Future<void> animateAttack(
Offset targetOffset,
VoidCallback onImpact,
RiskLevel risk,
) async {
RiskLevel risk, {
VoidCallback? onAnimationStart,
VoidCallback? onAnimationMiddle,
VoidCallback? onAnimationEnd,
}) async {
// onAnimationStart?.call(); // Start Phase
if (risk == RiskLevel.safe || risk == RiskLevel.normal) {
// Safe & Normal: Dash/Wobble without scale
final isSafe = risk == RiskLevel.safe;
@ -75,9 +80,13 @@ class BattleAnimationWidgetState extends State<BattleAnimationWidget>
await _translateController.forward();
if (!mounted) return;
// onAnimationMiddle?.call(); // Middle Phase
onImpact();
await _translateController.reverse();
} else {
onAnimationStart?.call(); // Start Phase
// Risky: Scale + Heavy Dash
final attackScale = context.read<SettingsProvider>().attackAnimScale;
_scaleAnimation = Tween<double>(begin: 1.0, end: attackScale).animate(
@ -91,6 +100,8 @@ class BattleAnimationWidgetState extends State<BattleAnimationWidget>
await _scaleController.forward();
if (!mounted) return;
onAnimationMiddle?.call(); // Middle Phase
// 2. Dash to Target (Impact)
// Adjust offset to prevent complete overlap (stop slightly short) since both share the same layer stack
final adjustedOffset = targetOffset * 0.5;
@ -106,13 +117,17 @@ class BattleAnimationWidgetState extends State<BattleAnimationWidget>
await _translateController.forward();
if (!mounted) return;
// onAnimationEnd?.call(); // End Phase (Moved before Impact)
// 3. Impact Callback (Shake)
onImpact();
// 4. Return (Reset)
_scaleController.reverse();
_translateController.reverse();
await _translateController.reverse();
}
// onAnimationEnd removed from here
}
Future<void> animateDefense(VoidCallback onImpact) async {

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@ -12,6 +12,7 @@ class CharacterStatusCard extends StatelessWidget {
final bool isTurn;
final GlobalKey<BattleAnimationWidgetState>? animationKey;
final bool hideStats;
final String? overrideImage;
const CharacterStatusCard({
super.key,
@ -20,6 +21,7 @@ class CharacterStatusCard extends StatelessWidget {
this.isTurn = false,
this.animationKey,
this.hideStats = false,
this.overrideImage,
});
@override
@ -51,7 +53,7 @@ class CharacterStatusCard extends StatelessWidget {
),
),
SizedBox(
width: 100,
width: ThemeConfig.playerImageSize,
child: LinearProgressIndicator(
value: character.totalMaxHp > 0
? character.hp / character.totalMaxHp
@ -84,7 +86,7 @@ class CharacterStatusCard extends StatelessWidget {
"${effect.type.name.toUpperCase()} (${effect.duration})",
style: const TextStyle(
color: ThemeConfig.effectText,
fontSize: 10,
fontSize: ThemeConfig.statusEffectFontSize,
fontWeight: FontWeight.bold,
),
),
@ -92,64 +94,51 @@ class CharacterStatusCard extends StatelessWidget {
}).toList(),
),
),
// Text(
// "ATK: ${character.totalAtk}",
// style: const TextStyle(color: ThemeConfig.textColorWhite),
// ),
// Text(
// "DEF: ${character.totalDefense}",
// style: const TextStyle(color: ThemeConfig.textColorWhite),
// ),
// Text(
// "LUCK: ${character.totalLuck}",
// style: const TextStyle(color: ThemeConfig.textColorWhite),
// ),
],
),
),
const SizedBox(height: 8), //
// /
const SizedBox(height: 8),
BattleAnimationWidget(
key: animationKey,
child: Container(
width: isPlayer ? 100 : 200, // 100, 200
height: isPlayer ? 100 : 200, // 100, 200
width: isPlayer
? ThemeConfig.playerImageSize
: ThemeConfig.enemyImageSize,
height: isPlayer
? ThemeConfig.playerImageSize
: ThemeConfig.enemyImageSize,
decoration: BoxDecoration(
color: isPlayer ? Colors.lightBlue : null,
// color: isPlayer ? ThemeConfig.playerImageBgColor : null,
borderRadius: BorderRadius.circular(8),
),
child: Center(
child: isPlayer
? const Icon(
Icons.person,
size: 60,
color: ThemeConfig.textColorWhite,
) //
: (character.image != null && character.image!.isNotEmpty)
child: (overrideImage != null ||
(character.image != null && character.image!.isNotEmpty))
? Image.asset(
character.image!,
width: 200,
height: 200,
overrideImage ?? character.image!,
width: isPlayer
? ThemeConfig.playerImageSize
: ThemeConfig.enemyImageSize,
height: isPlayer
? ThemeConfig.playerImageSize
: ThemeConfig.enemyImageSize,
fit: BoxFit.contain,
// color: Colors.white,
// colorBlendMode: BlendMode.screen,
errorBuilder: (context, error, stackTrace) {
return const Icon(
Icons.psychology,
size: 60,
Icons.error_outline,
size: ThemeConfig.characterIconSize,
color: ThemeConfig.textColorWhite,
);
},
)
: const Icon(
Icons.psychology,
size: 60,
: Icon(
isPlayer ? Icons.person : Icons.psychology,
size: ThemeConfig.characterIconSize,
color: ThemeConfig.textColorWhite,
), //
),
),
),
// const SizedBox(height: 8), //
),
if (!isPlayer && !hideStats)
Consumer<BattleProvider>(
builder: (context, provider, child) {
@ -166,14 +155,6 @@ class CharacterStatusCard extends StatelessWidget {
),
child: Column(
children: [
// Text(
// "INTENT",
// style: TextStyle(
// color: ThemeConfig.enemyIntentBorder,
// fontSize: 10,
// fontWeight: FontWeight.bold,
// ),
// ),
Row(
mainAxisSize: MainAxisSize.min,
children: [
@ -181,20 +162,18 @@ class CharacterStatusCard extends StatelessWidget {
intent.type == EnemyActionType.attack
? Icons.flash_on
: Icons.shield,
color: ThemeConfig.rarityRare, // Yellow
size: 16,
color: ThemeConfig.rarityRare,
size: ThemeConfig.intentIconSize,
),
const SizedBox(width: 4),
Flexible(
// Use Flexible to allow text to shrink
child: FittedBox(
fit:
BoxFit.scaleDown, // Shrink text if too long
fit: BoxFit.scaleDown,
child: Text(
intent.description,
style: const TextStyle(
color: ThemeConfig.textColorWhite,
fontSize: 12,
fontSize: ThemeConfig.intentFontSize,
),
),
),

View File

@ -86,6 +86,7 @@ class InventoryGridWidget extends StatelessWidget {
Item item,
) {
bool isShop = provider.currentStage.type == StageType.shop;
int sellPrice = (item.price * GameConfig.sellPriceMultiplier).floor();
showDialog(
context: context,
@ -141,7 +142,7 @@ class InventoryGridWidget extends StatelessWidget {
color: ThemeConfig.statGoldColor,
),
const SizedBox(width: 10),
Text("${AppStrings.sell} (${item.price} G)"),
Text("${AppStrings.sell} ($sellPrice G)"),
],
),
),
@ -172,11 +173,13 @@ class InventoryGridWidget extends StatelessWidget {
BattleProvider provider,
Item item,
) {
int sellPrice = (item.price * GameConfig.sellPriceMultiplier).floor();
showDialog(
context: context,
builder: (ctx) => AlertDialog(
title: const Text("Sell Item"),
content: Text("Sell ${item.name} for ${item.price} G?"),
content: Text("Sell ${item.name} for $sellPrice G?"),
actions: [
TextButton(
onPressed: () => Navigator.pop(ctx),

View File

@ -15,11 +15,12 @@
1. **메인 메뉴 (`MainMenuScreen`):** 게임 시작, 이어하기(저장된 데이터 있을 시), 설정 버튼.
2. **캐릭터 선택 (`CharacterSelectionScreen`):** 'Warrior' 직업 구현 (스탯 확인 후 시작).
3. **메인 게임 (`MainWrapper`):** 하단 탭 네비게이션 (Battle / Inventory / Settings).
4. **설정 (`SettingsScreen`):**
3. **스토리 (`StoryScreen`):** 게임 시작 전 3페이지 분량의 스토리 컷신 제공 (Skip 가능).
4. **메인 게임 (`MainWrapper`):** 하단 탭 네비게이션 (Battle / Inventory / Settings).
5. **설정 (`SettingsScreen`):**
- 적 애니메이션 활성화/비활성화 토글 (`SettingsProvider` 연동).
- 게임 재시작, 메인 메뉴로 돌아가기 기능.
5. **반응형 레이아웃 (Responsive UI):**
6. **반응형 레이아웃 (Responsive UI):**
- `ResponsiveContainer`를 통해 다양한 화면 크기 대응 (최대 너비/높이 제한).
- Battle UI: 플레이어(좌하단) vs 적(우상단) 대각선 구도.
@ -44,9 +45,11 @@
- **애니메이션 및 타격감 (Visuals & Impact):**
- **UI 주도 Impact 처리:** 애니메이션 타격 시점(`onImpact`)에 정확히 데미지가 적용되고 텍스트가 뜸 (완벽한 동기화).
- **적 돌진:** 적도 공격 시 플레이어 위치로 돌진함 (설정에서 끄기 가능).
- **다이내믹 애니메이션 페이즈:** 공격 애니메이션을 Start, Middle, End 단계로 나누어 각 단계별로 캐릭터 이미지가 변경됨 (예: 공격 준비 -> 타격 모션).
- **이펙트:** 타격 아이콘, 데미지 텍스트(Floating Text, Risky 공격 시 크기 확대), 화면 흔들림(`ShakeWidget`), 폭발(`ExplosionWidget`). **적 방어 시 성공/실패 이펙트 추가.**
- **배경:** 전투 화면에 경기장 테마의 배경 이미지가 적용되어 있으며, 투명도 레이어를 통해 깊이감을 더함.
- **상태이상:** `Stun`, `Bleed`, `Vulnerable`, `DefenseForbidden`, `Disarmed`.
- **상태이상:** `Stun`, `Vulnerable`, `DefenseForbidden`, `Disarmed`.
- **Bleed (출혈):** 공격이 방어도에 완전히 막히지 않고 HP 피해를 1 이상 입혀야 적용됨. 일단 적용되면 매 턴 시작 시 방어도를 무시하고 HP에 직접 피해를 입힘.
- **UI 알림 (Toast):** 하단 네비게이션을 가리지 않는 상단 `Overlay` 기반 알림 시스템.
### C. 데이터 및 로직 (Architecture)
@ -114,6 +117,14 @@
## 4. 최근 주요 변경 사항 (Change Log)
- **[Feature] Dynamic Animations:** 공격 애니메이션을 페이즈(Start/Middle/End)별로 세분화하고, 각 단계마다 캐릭터 이미지를 변경하는 기능 구현. 리스크 수준(Risky vs Safe)에 따라 애니메이션 시퀀스와 이미지 변경 타이밍을 다르게 적용.
- **[Feature] Story Screen:** 게임 시작 시 세계관을 설명하는 `StoryScreen`을 추가하고, 캐릭터 선택 후 진입하도록 흐름 변경.
- **[Fix] Bleed & Selling & Prefixes:**
- **매직 아이템 접두사:** 생성 확률 100%로 상향.
- **판매 가격 UI:** 실제 판매가(60%) 표시로 수정.
- **출혈(Bleed):** 적 턴 시작 시 피해 미적용 버그 해결 및 "방어도에 막히면(HP 피해 0) 출혈 미적용" 로직 구현.
- **[Fix] Player Image Load:** 저장된 게임 로드 시 또는 새 게임 시작 시 플레이어 이미지가 누락되는 문제를 해결하고, 데이터 로드 로직을 강화.
- **[Refactor] UI Config:** `CharacterStatusCard`의 하드코딩된 스타일 값을 `ThemeConfig`로 추출하여 유지보수성 향상.
- **[Overhaul] Gladiator Theme & Balance Pass:** 게임의 테마를 '글래디에이터'로 전면 개편. 몬스터를 전부 '[별명] 이름' 형식의 인간형 검투사로 교체하고, 활과 같은 무기를 트라이던트, 플레일 등으로 교체. 이에 맞춰 아이템과 적 데이터 밸런스를 전체적으로 재조정.
- **[Refactor] Item Data System:** 소비용품 데이터를 JSON으로 이전하고, 모든 아이템을 Map 기반으로 조회하도록 리팩토링하여 성능 개선. 소비용품에는 접두사가 붙지 않도록 수정.
- **[Fix] Dual-Wielding Data:** 시스템에서 지원하지 않는 '무기 2개 장착' 적 데이터를 수정하고, 능력치 재조정을 통해 밸런스 보정.

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# Bleeding Logic and Item Selling Fixes
## 1. Magic Item Prefix Chance
- **Issue:** Users felt that magic items often lacked prefixes, making them indistinguishable from normal items in terms of stats.
- **Fix:** Increased `ItemConfig.magicPrefixChance` from `0.5` (50%) to `1.0` (100%). Now, all items generated with `ItemRarity.magic` will guaranteed have a prefix (and associated stat boost).
## 2. Enemy Bleed Damage Bug
- **Issue:** Enemies were applying bleed to players, but when enemies themselves were bleeding, they took no damage at the start of their turn.
- **Fix:** Updated `BattleProvider._startEnemyTurn` to properly call `_processStartTurnEffects(enemy)`. This ensures that bleed damage is calculated and applied to the enemy's HP, and stun status is checked correctly.
## 3. Item Selling Price UI
- **Issue:** The "Sell Item" confirmation dialog displayed the item's *base price* instead of the actual *selling price* (which is 60% of base). This confused players into thinking they were getting full price, or that the system was broken when they received less gold.
- **Fix:** Updated `InventoryGridWidget` (`_showItemActionDialog` and `_showSellConfirmationDialog`) to calculate and display the final sell price: `floor(item.price * GameConfig.sellPriceMultiplier)`.
## 4. Bleed Application Logic
- **Issue:** Bleed status was being applied even when an attack was fully blocked by armor (0 HP damage).
- **Change:** Modified `BattleProvider._tryApplyStatusEffects` and its call site in `_processAttackImpact`.
- **New Logic:** Bleed status is now only applied if `damageToHp > 0`. If an attack is fully absorbed by armor, bleed will not be applied.
- **Note:** Once applied, bleed damage (at start of turn) continues to ignore armor and directly reduces HP, regardless of how much armor the target gains afterwards.
## 5. Dynamic Attack Animation Images
- **Feature:** Added support for changing character images during attack animation phases (Start, Middle, End).
- **Implementation:**
- Modified `BattleAnimationWidget` to accept callbacks for `onAnimationStart`, `onAnimationMiddle`, and `onAnimationEnd`.
- Updated `BattleScreen` to manage animation phase state and pass override images to `CharacterStatusCard`.
- Configured phase logic:
- **Risky:** Start -> ScaleUp -> Middle -> Dash -> End -> Impact.
- **Safe/Normal:** Start -> Middle -> Impact (No End phase).
- **Assets:** Applied `warrior_attack_1.png` for Start and `warrior_attack_2.png` for End phases.
## 6. Story Screen & Navigation
- **Feature:** Added a `StoryScreen` sequence after character selection and before the main game.
- **Details:** 3-page PageView with "Next" and "Skip" buttons. Uses `ResponsiveContainer` and consistent styling.
- **Navigation:** `CharacterSelectionScreen` -> `StoryScreen` -> `MainWrapper`.
## 7. Player Image & UI Fixes
- **Fix:** Corrected `PlayerTemplate.createCharacter` to pass the image path properly.
- **Fix:** Added logic in `BattleProvider.loadFromSave` to force update the player's image path from the latest data, fixing issues with old save files.
- **Refactor:** Extracted hardcoded UI constants in `CharacterStatusCard` to `ThemeConfig`.
## Files Changed
- `lib/game/config/item_config.dart`
- `lib/providers/battle_provider.dart`
- `lib/widgets/inventory/inventory_grid_widget.dart`
- `lib/screens/battle_screen.dart`
- `lib/widgets/battle/battle_animation_widget.dart`
- `lib/widgets/battle/character_status_card.dart`
- `lib/screens/story_screen.dart`
- `lib/game/data/player_table.dart`
- `lib/game/config/theme_config.dart`

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- assets/data/icon/
- assets/images/enemies/
- assets/images/background/
- assets/images/character/